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using System;
using UILib;
using UnityEngine;
using XMainClient.UI.UICommon;
using XUtliPoolLib;
namespace XMainClient
{
internal class BarrageBehaviour : DlgBehaviourBase
{
public Transform m_tranLeftBound;
public Transform m_tranRightBound;
public IXUILabel m_lblTpl;
public GameObject m_objQueueTpl;
public GameObject[] m_objQueue;
public XUIPool m_pool = new XUIPool(XSingleton<XGameUI>.singleton.m_uiTool);
private void Awake()
{
this.m_tranLeftBound = base.transform.Find("Bg/left");
this.m_tranRightBound = base.transform.Find("Bg/right");
this.m_lblTpl = (base.transform.Find("Bg/Text").GetComponent("XUILabel") as IXUILabel);
this.m_objQueueTpl = base.transform.Find("Bg/queue").gameObject;
this.m_pool.SetupPool(this.m_objQueueTpl.transform.parent.gameObject, this.m_objQueueTpl, 3u, true);
}
public void SetupPool()
{
this.m_objQueue = new GameObject[BarrageDlg.MAX_QUEUE_CNT];
for (int i = 0; i < BarrageDlg.MAX_QUEUE_CNT; i++)
{
this.m_objQueue[i] = this.m_pool.FetchGameObject(false);
this.m_objQueue[i].transform.localPosition = new Vector3(0f, (float)(320 - 40 * i), 0f);
}
}
}
}
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